Blind is a narrative-driven psychological thriller for virtual reality where the player is blind and must explore their surroundings using echolocation. Waking up in a strange room with little memory of how she came to be there, a young woman makes the shocking discovery she has lost her sense of sight. By sending out sound waves with a cane, the outlines of objects are briefly revealed, enabling the player to navigate the mansion, solve puzzles and uncover the mystery of what is happening to her.
I worked as the principal composer for Blind, composing a dynamic soundtrack inspired by the game narrative. I also designed adaptive drones that helped guiding the player through the mansion.
The music of Blind was created manipulating sonic elements of the game: sound effects, voice dialogues, footsteps, environmental sounds. These elements were processed and combined together to form a structure that supports the narrative design of the game through a musical codex: micro-elements of music that serve as leitmotif associated with each character and setting, rearranged in different orders based on the moment. This allowed me to work really close to the Audio Director and create a homogeneous soundscape where music and sound design blend into one unique aural experience.
The music needed to flow seamlessly into the narrative, so I composed dynamic drones that changed based on the position and distance of the player from the points of interest. They were crafted and edited according to the degree of emotional distress the character was feeling at that moment and combining several voice dialogues inside the textures.